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Summary

You learned how to design, create, and use a simple Sprite class. You also learned how to use a generic List object.

Miscellaneous

This section contains a variety of miscellaneous information.

Housekeeping material
  • Module name: Xna0126-Using OOP - A Simple Sprite Class
  • File: Xna0126.htm
  • Published: 02/28/14
Disclaimers:

Financial : Although the Connexions site makes it possible for you to download a PDF file for thismodule at no charge, and also makes it possible for you to purchase a pre-printed version of the PDF file, you should beaware that some of the HTML elements in this module may not translate well into PDF.

I also want you to know that, I receive no financial compensation from the Connexions website even if you purchase the PDF version of the module.

In the past, unknown individuals have copied my modules from cnx.org, converted them to Kindle books, and placed them for sale on Amazon.com showing me as the author. Ineither receive compensation for those sales nor do I know who does receive compensation. If you purchase such a book, please beaware that it is a copy of a module that is freely available on cnx.org and that it was made and published withoutmy prior knowledge.

Affiliation : : I am a professor of Computer Information Technology at Austin Community College in Austin, TX.

Complete program listing

Complete listings of the XNA program files discussed in this module are provided in Listing 14 and Listing 15 below.

Listing 14 . Contents of the file named Sprite.cs

/*Project XNA0126Proj * This file defines a very simple version of a Sprite* class from which multiple Sprite objects can be * instantiated, loaded with an image, and drawn.* The Position property can be accessed by the user * to control the position at which the sprite is drawn.*******************************************************/ using System;using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content;using Microsoft.Xna.Framework.Graphics; namespace XNA0126Proj {class Sprite { private Texture2D texture;private Vector2 position = new Vector2(0,0); //-------------------------------------------------//public Vector2 Position { get {return position; }set { position = value;}//end set }//end Position property accessor//-------------------------------------------------// //This constructor makes it possible to instantiate// a sprite without assigning an image to the sprite. public Sprite() {//constructor}//end noarg constructor //-------------------------------------------------////This constructor makes it possible to assign an // image to the sprite when it is instantiated.public Sprite(String assetName, ContentManager contentManager) {texture = contentManager.Load<Texture2D>(assetName); }//end constructor//-------------------------------------------------// //This method makes it possible to assign a new image// to the sprite. public void SetImage(String assetName,ContentManager contentManager) { texture =contentManager.Load<Texture2D>(assetName); }//end SetImage//-------------------------------------------------// public void Draw(SpriteBatch spriteBatch) {//Call the simplest available version of // SpriteBatch.DrawspriteBatch.Draw(texture,position,Color.White); }//end Draw method//-------------------------------------------------// }//end class}//end namespace

Listing 15 . Contents of the file named Game1.cs.

/*Project XNA0126Proj * This project demonstrates how to design and use a very* simple version of a Sprite class. ** One Sprite object is instantiated in the LoadContent * method. The object's reference is saved in a generic* List object. ** Twenty-three more Sprite objects are instantiated * while the game loop is running. A new object is* instantiated every 8th iteration of the game loop * until 24 objects have been instantiated. Their* references are saved in a generic List object. ** An image of a blueball is stored in 12 of the objects * and an image of a redball is stored in the other 12* objects. ** The Sprite objects are drawn in a diagonal line in* the game window. The line of Sprite objects moves * across the game window from upper left to lower right.* The Sprite objects stop moving when they reach the * bottom right corner of the game window.* * When the objects stop moving, the image in the* topmost Sprite object is changed from a blueball to a * greenball.* *****************************************************/ using System;using System.Collections.Generic; using Microsoft.Xna.Framework;using Microsoft.Xna.Framework.Graphics; using XNA0126Proj;namespace XNA0126Proj { public class Game1 : Microsoft.Xna.Framework.Game {GraphicsDeviceManager graphics; SpriteBatch spriteBatch;//References to the Sprite objects are stored in this // List object.List<Sprite>sprites = new List<Sprite>(); int maxSprites = 24;//Max number of sprites.int frameCnt = 0;//Game loop frame counter //This is the limit on the number of frames in which// the sprites are moved. int moveLim = 200;//-------------------------------------------------// public Game1() {//constructorgraphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content";//Set the size of the game window. graphics.PreferredBackBufferWidth = 450;graphics.PreferredBackBufferHeight = 450; }//end constructor//-------------------------------------------------// protected override void Initialize() {//No initialization required. base.Initialize();}//end Initialize //-------------------------------------------------//protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice);//Create the first sprite in the LoadContent // method using the noarg constructor.sprites.Add(new Sprite()); //Assign an image to the sprite.sprites[0].SetImage("blueball",Content);//More content is loaded in the Update method. }//end LoadContent//-------------------------------------------------// protected override void UnloadContent() {//No content unload required. }//end unloadContent//-------------------------------------------------// protected override void Update(GameTime gameTime) {//Create remaining sprites in the Update method to // simulate a game in which sprites come and go as// the game progresses. if(sprites.Count<(maxSprites)) { if(frameCnt % 8 == 0) {//Instantiate a new sprite every 8th frame. if((sprites.Count) % 2 == 0) {//Even numbered sprites sprites.Add(new Sprite("blueball",Content));} else {//Odd numbered sprites sprites.Add(new Sprite("redball",Content));}//end else }//end if on frameCnt}//end if on sprites.Count //Make all the sprites move.if(frameCnt<moveLim) { for(int cnt = 0;cnt<sprites.Count;cnt++) { sprites[cnt].Position = new Vector2( 10 * cnt + frameCnt,10 * cnt + frameCnt);}//end for loop }//end if//Change the image on the first sprite at the end // of the run. Could be used, for example to// change a sprite's image to a fireball in the // event of a collision.if(frameCnt == moveLim) { sprites[0].SetImage("greenball",Content); }//end if//Keep track of the count of the first moveLim // iterations of the game loop.if(frameCnt<moveLim) { frameCnt++;}//end if base.Update(gameTime);}//end Update method //-------------------------------------------------//protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue);spriteBatch.Begin(); //Draw all sprites.for(int cnt = 0;cnt<sprites.Count;cnt++) { sprites[cnt].Draw(spriteBatch); }//end for loopspriteBatch.End(); base.Draw(gameTime);}//end Draw method //-------------------------------------------------//}//end class }//end namespace

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Source:  OpenStax, Xna game studio. OpenStax CNX. Feb 28, 2014 Download for free at https://legacy.cnx.org/content/col11634/1.6
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